Set view and projection matrices from camera and frustum parameters.
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@@ -1,6 +1,7 @@
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#include "PhysicsClientC_API.h"
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#include "PhysicsClientSharedMemory.h"
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#include "Bullet3Common/b3Scalar.h"
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#include "Bullet3Common/b3Vector3.h"
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#include <string.h>
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#include "SharedMemoryCommands.h"
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@@ -766,6 +767,84 @@ void b3RequestCameraImageSetCameraMatrices(b3SharedMemoryCommandHandle commandHa
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command->m_updateFlags |= REQUEST_PIXEL_ARGS_HAS_CAMERA_MATRICES;
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}
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void b3RequestCameraImageSetViewMatrix(b3SharedMemoryCommandHandle commandHandle, const float cameraPosition[3], const float cameraTargetPosition[3], const float cameraUp[3])
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{
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b3Vector3 eye = b3MakeVector3(cameraPosition[0], cameraPosition[1], cameraPosition[2]);
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b3Vector3 center = b3MakeVector3(cameraTargetPosition[0], cameraTargetPosition[1], cameraTargetPosition[2]);
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b3Vector3 up = b3MakeVector3(cameraUp[0], cameraUp[1], cameraUp[2]);
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b3Vector3 f = (center - eye).normalized();
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b3Vector3 u = up.normalized();
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b3Vector3 s = (f.cross(u)).normalized();
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u = s.cross(f);
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float viewMatrix[16];
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viewMatrix[0*4+0] = s.x;
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viewMatrix[1*4+0] = s.y;
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viewMatrix[2*4+0] = s.z;
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viewMatrix[0*4+1] = u.x;
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viewMatrix[1*4+1] = u.y;
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viewMatrix[2*4+1] = u.z;
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viewMatrix[0*4+2] =-f.x;
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viewMatrix[1*4+2] =-f.y;
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viewMatrix[2*4+2] =-f.z;
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viewMatrix[0*4+3] = 0.f;
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viewMatrix[1*4+3] = 0.f;
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viewMatrix[2*4+3] = 0.f;
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viewMatrix[3*4+0] = -s.dot(eye);
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viewMatrix[3*4+1] = -u.dot(eye);
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viewMatrix[3*4+2] = f.dot(eye);
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viewMatrix[3*4+3] = 1.f;
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struct SharedMemoryCommand* command = (struct SharedMemoryCommand*) commandHandle;
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b3Assert(command);
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b3Assert(command->m_type == CMD_REQUEST_CAMERA_IMAGE_DATA);
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for (int i=0;i<16;i++)
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{
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command->m_requestPixelDataArguments.m_viewMatrix[i] = viewMatrix[i];
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}
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command->m_updateFlags |= REQUEST_PIXEL_ARGS_HAS_CAMERA_MATRICES;
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}
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void b3RequestCameraImageSetProjectionMatrix(b3SharedMemoryCommandHandle commandHandle, float left, float right, float bottom, float top, float nearVal, float farVal)
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{
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float frustum[16];
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frustum[0*4+0] = (float(2) * nearVal) / (right - left);
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frustum[0*4+1] = float(0);
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frustum[0*4+2] = float(0);
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frustum[0*4+3] = float(0);
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frustum[1*4+0] = float(0);
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frustum[1*4+1] = (float(2) * nearVal) / (top - bottom);
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frustum[1*4+2] = float(0);
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frustum[1*4+3] = float(0);
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frustum[2*4+0] = (right + left) / (right - left);
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frustum[2*4+1] = (top + bottom) / (top - bottom);
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frustum[2*4+2] = -(farVal + nearVal) / (farVal - nearVal);
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frustum[2*4+3] = float(-1);
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frustum[3*4+0] = float(0);
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frustum[3*4+1] = float(0);
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frustum[3*4+2] = -(float(2) * farVal * nearVal) / (farVal - nearVal);
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frustum[3*4+3] = float(0);
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struct SharedMemoryCommand* command = (struct SharedMemoryCommand*) commandHandle;
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b3Assert(command);
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b3Assert(command->m_type == CMD_REQUEST_CAMERA_IMAGE_DATA);
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for (int i=0;i<16;i++)
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{
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command->m_requestPixelDataArguments.m_projectionMatrix[i] = frustum[i];
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}
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command->m_updateFlags |= REQUEST_PIXEL_ARGS_HAS_CAMERA_MATRICES;
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}
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void b3RequestCameraImageSetPixelResolution(b3SharedMemoryCommandHandle commandHandle, int width, int height )
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{
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struct SharedMemoryCommand* command = (struct SharedMemoryCommand*) commandHandle;
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@@ -70,6 +70,8 @@ void b3GetDebugLines(b3PhysicsClientHandle physClient, struct b3DebugLines* l
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///request an image from a simulated camera, using a software renderer.
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b3SharedMemoryCommandHandle b3InitRequestCameraImage(b3PhysicsClientHandle physClient);
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void b3RequestCameraImageSetCameraMatrices(b3SharedMemoryCommandHandle command, float viewMatrix[16], float projectionMatrix[16]);
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void b3RequestCameraImageSetViewMatrix(b3SharedMemoryCommandHandle command, const float cameraPosition[3], const float cameraTargetPosition[3], const float cameraUp[3]);
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void b3RequestCameraImageSetProjectionMatrix(b3SharedMemoryCommandHandle command, float left, float right, float bottom, float top, float nearVal, float farVal);
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void b3RequestCameraImageSetPixelResolution(b3SharedMemoryCommandHandle command, int width, int height );
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void b3GetCameraImageData(b3PhysicsClientHandle physClient, struct b3CameraImageData* imageData);
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